For the regulars in the historic division, please use assigned chassis below. For anybody else who would like to race, use the general guidelines also posted below. Since this is the last test before the season starts, I'd like to invite all those that applied for Historic division to take part, so that we can best evaluate the driver/chassis combos.

Pre-Season Test - Season 15 this Sunday at 9:00 p.m. London UK time (GMT).

Please be in IGOR UKGPL chatroom by 8:55 p.m.(You will need to set up a channel called #ukgpl if you haven't already done so)IGOR and Race passwords: see above

I doubt it's the amount of RAM Clive - I ran fine with 512MB, and am OK after my upgrade 1GB too. If you're not having problems in other programs or general system instability (which would suggest faulty RAM), I'd suspect video drivers are the most likely culprit, although gawd knows there are many other possibilities. Have you tried OpenGL instead of D3D?

Can we make sure, before the season starts, to have loose grids installed on all tracks where we will run 66 mod?

It's an imperative we have loose grids regardless of mods. This has been a constant niggle in my time with UKGPL. When Steve Smith used to manage the server he promised me no track would ever be installed without a loose grid.

Back to tonight I got another fortunate tow to claim pole and even managed a good start while holding my look left button to see the flag man!

I fought with Syd for 2 and a bit laps. I maybe should have just sat on his tail and waited to pull off a move at the hairpin on the final lap. Instead I was going crazy trying to get ahead and stay ahead. I passed him at the hairpin and then tried to make the little 246 as wide as I could down the straight towards The Loop. This caused Syd to run off the track but he was alongside me when he spun on the grass and sent me off the other side. Syd was lucky to regain the track without hitting anything while I careered back across the track and lost a wheel when I hit the barrier. After a reset I was surprised only a few cars had gone through, I think a few had retired aready. Anyway I soldiered on and eventually chased Akamal down to take 2nd.

Watching the replay I can see Paul went of with a warp contact on the outside of me at Big Bend. That's maybe one of the problems with the 66's. The close racing produces warp contacts even with the optimised collision boxes. Possibly the server settings didn't help.

Yes, just remembered if you have lines in the sky you need to disable "texture conformant clamp" in Nvidia control panel.

This is from the GPL FAQ:

When using OpenGL, there are lines in the skyThis problem is only noticed running GPL with OpenGL1- With an nVidia card, itâ€™s fixed by adjusting the graphics card settings in Control Panel > Display > Settings > Advanced > Disable conformant texture clamp.2 - For ATI cards, see the post at HERE for instructions for the fix, thanks to Ken.

GPL is great, the people who have created what it is today are all amazing and I have already said that this is what pc were made for.....

But this stick, string and sticky tape business is getting to me big time!!!!!!!!!

I have only ever played GPL so tell me, do the other sims have all this bother?

I have two installs of GPL, one is years old and the other is recent using the install thingy. The core.ini that goes with the old one looks much like Ken's but has no mention of OpenGL at all. The new one has different definitions of the values under [ Int Profile Values ]

Just for the hell of it I ran the new install on OGL and yes I have the lines in the sky. Also as I crossed the line on-board with Jim Clark the bloody thing crashed to desktop. So much for OGL.

I have been using the original install for the UKGPL races. Mainly because I have regrooved them (Dave Wilkinson) in years gone bye and know where I am by the dirty marks on the road. The new install has the pretty tracks but I don't know where to brake.

There were two differences between the old core.ini and Ken's. One was that AnisotropicFiltering was 8 on mine as opposed to 16 on Ken's.The other was the DirectMirrorRendering was set to 1, whereas Ken's is 0. I have changed both of these but feel that the mirror related might be the more significant.

I run 67s with no mirror detail except cars but found when I first tried the 65 mod that I had to lobb all the crap into the mirrors to stop the game crashing. I have run all the other mods in the same way. It is a shame really because you need the mirrors more in 66 because the close raceing and slipstreaming means that you need to see more than ever but all you usually get a view of are bits of your own car.

So on the graphics side what do you set for mirror textures and detail level in 66 mod and is this any good?

Ah! Just found out that I haven't a clue on how to insert or attach an image on this forum.

Clive, if you are getting CTD's crossing the s/f line it is definitely a graphics driver issue. The recent 163 series of nVidia drivers has numerous reports at RSC about CTD's near the pits. Most people went back to 162.xx drivers but some have reported the most recent 169's are OK. Some people still use really old drivers like 84.43's. If GPL is the only sim you drive then this is probably no detriment, there is nothing in the new drivers that benefits GPL.

Also you mention having too much of your car visible in the mirrors. This is not something that is configurable in the GPL graphics menu. You either have files in the car folder that show your car or you have an alternative set that don't. When it shows your car it is merely a picture painted on the mirror, it is not a realtime mirror image of what is happening in game, although the action you can just see past this is real time obviously. Personally my driving view is so far forward I can't see these mirrors but I use the addons that give a virtual mirror at the top of the screen. I think the 66 Mod had the car shown in the mirrors in the standard install but see this thread for a set of files to remove them.